NPC.cpp 27 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "NPC.h"
  17. #include "WorldDatabase.h"
  18. #include <math.h>
  19. #include "client.h"
  20. #include "World.h"
  21. #include "races.h"
  22. #include "../common/Log.h"
  23. #include "NPC_AI.h"
  24. #include "Appearances.h"
  25. #include "SpellProcess.h"
  26. extern MasterSpellList master_spell_list;
  27. extern ConfigReader configReader;
  28. extern WorldDatabase database;
  29. extern World world;
  30. extern Races races;
  31. extern Appearance master_appearance_list;
  32. NPC::NPC(){
  33. Initialize();
  34. }
  35. NPC::NPC(NPC* old_npc){
  36. Initialize();
  37. if(old_npc){
  38. if(old_npc->GetSizeOffset() > 0){
  39. int8 offset = old_npc->GetSizeOffset()+1;
  40. sint32 tmp_size = old_npc->size + (rand()%offset - rand()%offset);
  41. if(tmp_size < 0)
  42. tmp_size = 1;
  43. else if(tmp_size >= 0xFFFF)
  44. tmp_size = 0xFFFF;
  45. size = (int16)tmp_size;
  46. }
  47. else
  48. size = old_npc->size;
  49. SetMerchantID(old_npc->GetMerchantID());
  50. SetMerchantType(old_npc->GetMerchantType());
  51. SetPrimaryCommands(&old_npc->primary_command_list);
  52. SetSecondaryCommands(&old_npc->secondary_command_list);
  53. appearance_id = old_npc->appearance_id;
  54. database_id = old_npc->database_id;
  55. primary_command_list_id = old_npc->primary_command_list_id;
  56. secondary_command_list_id = old_npc->secondary_command_list_id;
  57. memcpy(GetInfoStruct(), old_npc->GetInfoStruct(), sizeof(InfoStruct));
  58. memcpy(&appearance, &old_npc->appearance, sizeof(AppearanceData));
  59. memcpy(&features, &old_npc->features, sizeof(CharFeatures));
  60. memcpy(&equipment, &old_npc->equipment, sizeof(EQ2_Equipment));
  61. if(appearance.min_level < appearance.max_level)
  62. SetLevel(appearance.min_level + rand()%((appearance.max_level - appearance.min_level)+1));
  63. target = 0;
  64. SetTotalHPBase(old_npc->GetTotalHPBase());
  65. SetTotalPowerBase(old_npc->GetTotalPowerBase());
  66. faction_id = old_npc->faction_id;
  67. movement_interrupted = false;
  68. SetQuestsRequired(old_npc->GetQuestsRequired());
  69. SetTransporterID(old_npc->GetTransporterID());
  70. SetAttackType(old_npc->GetAttackType());
  71. SetAIStrategy(old_npc->GetAIStrategy());
  72. SetPrimarySpellList(old_npc->GetPrimarySpellList());
  73. SetSecondarySpellList(old_npc->GetSecondarySpellList());
  74. SetPrimarySkillList(old_npc->GetPrimarySkillList());
  75. SetSecondarySkillList(old_npc->GetSecondarySkillList());
  76. SetEquipmentListID(old_npc->GetEquipmentListID());
  77. SetAggroRadius(old_npc->GetAggroRadius());
  78. SetCastPercentage(old_npc->GetCastPercentage());
  79. SetRandomize(old_npc->GetRandomize());
  80. if(appearance.randomize > 0)
  81. Randomize(this, appearance.randomize);
  82. CalculateBonuses();
  83. SetHP(GetTotalHP());
  84. SetPower(GetTotalPower());
  85. ChangePrimaryWeapon();
  86. ChangeSecondaryWeapon();
  87. }
  88. }
  89. NPC::~NPC(){
  90. ResetMovement();
  91. if(skills){
  92. map<string, Skill*>::iterator skill_itr;
  93. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  94. safe_delete(skill_itr->second);
  95. }
  96. safe_delete(skills);
  97. }
  98. safe_delete(spells);
  99. MutexMap<int32, SkillBonus*>::iterator sb_itr = skill_bonus_list.begin();
  100. while (sb_itr.Next())
  101. RemoveSkillBonus(sb_itr.first);
  102. safe_delete(runback);
  103. safe_delete(m_brain);
  104. }
  105. void NPC::Initialize(){
  106. ai_strategy = 0;
  107. attack_type = 0;
  108. movement_index = 0;
  109. resume_movement = true;
  110. movement_start_time = 0;
  111. spawn_type = 2;
  112. movement_interrupted = false;
  113. attack_resume_needed = false;
  114. MMovementLoop.SetName("NPC::MMovementLoop");
  115. last_movement_update = Timer::GetCurrentTime2();
  116. aggro_radius = 0;
  117. skills = 0;
  118. spells = 0;
  119. runback = 0;
  120. owner = 0;
  121. m_brain = new ::Brain(this);
  122. MBrain.SetName("NPC::m_brain");
  123. m_runningBack = false;
  124. m_runbackHeading = 0;
  125. following = false;
  126. SetFollowTarget(0);
  127. m_petDismissing = false;
  128. }
  129. EQ2Packet* NPC::serialize(Player* player, int16 version){
  130. opcode = EQOpcodeManager[GetOpcodeVersion(version)]->EmuToEQ(OP_EqCreateGhostCmd);
  131. return spawn_serialize(player, version);
  132. }
  133. void NPC::SetSkills(map<string, Skill*>* in_skills){
  134. if (skills) {
  135. map<string, Skill*>::iterator skill_itr;
  136. for(skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++){
  137. safe_delete(skill_itr->second);
  138. }
  139. safe_delete(skills);
  140. }
  141. skills = in_skills;
  142. }
  143. void NPC::SetSpells(vector<Spell*>* in_spells){
  144. safe_delete(spells);
  145. spells = in_spells;
  146. }
  147. void NPC::SetRunbackLocation(float x, float y, float z){
  148. safe_delete(runback);
  149. runback = new MovementLocation;
  150. runback->x = x;
  151. runback->y = y;
  152. runback->z = z;
  153. }
  154. MovementLocation* NPC::GetRunbackLocation(){
  155. return runback;
  156. }
  157. float NPC::GetRunbackDistance(){
  158. if(!runback)
  159. return 0;
  160. return GetDistance(runback->x, runback->y, runback->z);
  161. }
  162. void NPC::Runback(){
  163. following = false;
  164. if (!m_runningBack)
  165. {
  166. ClearRunningLocations();
  167. GetZone()->movementMgr->StopNavigation((Entity*)this);
  168. }
  169. m_runningBack = true;
  170. FaceTarget(runback->x, runback->z);
  171. SetSpeed(GetMaxSpeed()*2);
  172. GetZone()->movementMgr->NavigateTo((Entity*)this, runback->x, runback->y, runback->z);
  173. //AddRunningLocation(runback->x, runback->y, runback->z, GetSpeed(), 0, false);
  174. last_movement_update = Timer::GetCurrentTime2();
  175. }
  176. void NPC::ClearRunback(){
  177. safe_delete(runback);
  178. m_runningBack = false;
  179. m_runbackHeading = 0;
  180. NeedsToResumeMovement(true);
  181. }
  182. void NPC::InCombat(bool val){
  183. if (in_combat == val)
  184. return;
  185. if(in_combat == false && val && GetZone()){
  186. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  187. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_ATTACKED, GetTarget());
  188. SetTempActionState(0); // disable action states in combat
  189. }
  190. in_combat = val;
  191. if(val){
  192. LogWrite(NPC__DEBUG, 3, "NPC", "'%s' engaged in combat with '%s'", this->GetName(), ( GetTarget() ) ? GetTarget()->GetName() : "Unknown" );
  193. SetLockedNoLoot(3);
  194. AddIconValue(64);
  195. // In combat so lets set the NPC's speed to its max speed
  196. if (GetMaxSpeed() > 0)
  197. SetSpeed(GetMaxSpeed());
  198. }
  199. else{
  200. SetLockedNoLoot(1);
  201. RemoveIconValue(64);
  202. if (GetHP() > 0){
  203. SetTempActionState(-1); //re-enable action states on exiting combat
  204. GetZone()->CallSpawnScript(this, SPAWN_SCRIPT_COMBAT_RESET);
  205. // Stop all HO's attached to this NPC
  206. GetZone()->GetSpellProcess()->KillHOBySpawnID(GetID());
  207. }
  208. }
  209. if(!MovementInterrupted() && val && GetSpeed() > 0 && movement_loop.size() > 0){
  210. CalculateRunningLocation(true);
  211. }
  212. if(val){
  213. // if not a pet and no current run back location set then set one to the current location
  214. if(!IsPet() && !GetRunbackLocation()) {
  215. SetRunbackLocation(GetX(), GetY(), GetZ());
  216. m_runbackHeading = appearance.pos.Dir1;
  217. }
  218. }
  219. MovementInterrupted(val);
  220. }
  221. bool NPC::HandleUse(Client* client, string type){
  222. if(!client || type.length() == 0 || appearance.show_command_icon == 0)
  223. return false;
  224. EntityCommand* entity_command = FindEntityCommand(type);
  225. if (entity_command) {
  226. client->GetCurrentZone()->ProcessEntityCommand(entity_command, client->GetPlayer(), client->GetPlayer()->GetTarget());
  227. return true;
  228. }
  229. return false;
  230. /*Spell* spell = master_spell_list.GetSpellByName((char*)type.c_str());
  231. if(spell)
  232. client->GetCurrentZone()->ProcessSpell(spell, client->GetPlayer(), client->GetPlayer()->GetTarget());
  233. else if(GetSpawnScript())
  234. client->GetCurrentZone()->CallSpawnScript(this, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), (char*)type.c_str());
  235. else
  236. return false;
  237. return true;*/
  238. }
  239. bool NPC::CheckSameAppearance(string name, int16 id)
  240. {
  241. // need to iterate through master_appearance_list finding if id contains name
  242. return true;
  243. }
  244. void NPC::Randomize(NPC* npc, int32 flags)
  245. {
  246. int8 random = 0;
  247. int8 min_val = 0;
  248. int8 max_val = 255;
  249. /* We need to check if gender is going to be randomized first because if the race is going to be
  250. * randomized, we need to know its gender so we can choose the proper model.
  251. * We also need to make sure the model gets set properly if the player chooses to randomize the gender
  252. * and not the race. */
  253. int8 old_gender = npc->GetGender();
  254. if (flags & RANDOMIZE_GENDER)
  255. {
  256. random = MakeRandomInt(1, 2);
  257. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Gender: %i", random);
  258. npc->SetGender(random);
  259. }
  260. if ((flags & RANDOMIZE_RACE) || (flags & RANDOMIZE_GENDER && old_gender != npc->GetGender()) || (flags & RANDOMIZE_MODEL_TYPE))
  261. {
  262. string race_string = "";
  263. int8 gender = npc->GetGender();
  264. if (gender == 1 || gender == 2)
  265. {
  266. if (flags & RANDOMIZE_RACE)
  267. {
  268. if(npc->GetAlignment() == 1) // Good
  269. random = races.GetRaceNameGood();
  270. else if(npc->GetAlignment() < 0) // Evil
  271. random = races.GetRaceNameEvil();
  272. else // All
  273. random = MakeRandomInt(0, 20);
  274. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Race: %s (%i)", races.GetRaceNameCase(random), random);
  275. npc->SetRace(random);
  276. }
  277. switch (npc->GetRace())
  278. {
  279. case BARBARIAN:
  280. // JA: If randomize has "4" (model) and race=0, barbarians show up in place of the real models.
  281. // Started working on a solution (CheckSameAppearance) but cannot get it to work yet.
  282. // Solution for now is to not randomize models for race=0. Set to race=255, or turn off model randomize
  283. race_string = "/barbarian/barbarian";
  284. break;
  285. case DARK_ELF:
  286. race_string = "/darkelf/darkelf";
  287. break;
  288. case DWARF:
  289. race_string = "/dwarf/dwarf";
  290. break;
  291. case ERUDITE:
  292. race_string = "/erudite/erudite";
  293. break;
  294. case FROGLOK:
  295. race_string = "/froglok/froglok";
  296. break;
  297. case GNOME:
  298. race_string = "/gnome/gnome";
  299. break;
  300. case HALF_ELF:
  301. race_string = "/halfelf/halfelf";
  302. break;
  303. case HALFLING:
  304. race_string = "/halfling/halfling";
  305. break;
  306. case HIGH_ELF:
  307. race_string = "/highelf/highelf";
  308. break;
  309. case HUMAN:
  310. race_string = "/human/human";
  311. break;
  312. case IKSAR:
  313. race_string = "/iksar/iksar";
  314. break;
  315. case KERRA:
  316. race_string = "/kerra/kerra";
  317. break;
  318. case OGRE:
  319. race_string = "/ogre/ogre";
  320. break;
  321. case RATONGA:
  322. race_string = "/ratonga/ratonga";
  323. break;
  324. case TROLL:
  325. race_string = "/troll/troll";
  326. break;
  327. case WOOD_ELF:
  328. race_string = "/woodelf/woodelf";
  329. break;
  330. case FAE:
  331. race_string = "/fae/fae_light";
  332. break;
  333. case ARASAI:
  334. race_string = "/fae/fae_dark";
  335. break;
  336. case SARNAK:
  337. gender == 1 ? race_string = "01/sarnak_male/sarnak" : race_string = "01/sarnak_female/sarnak";
  338. break;
  339. case VAMPIRE:
  340. race_string = "/vampire/vampire";
  341. break;
  342. case AERAKYN:
  343. race_string = "/aerakyn/aerakyn";
  344. break;
  345. }
  346. if (race_string.length() > 0)
  347. {
  348. string gender_string;
  349. gender == 1 ? gender_string = "male" : gender_string = "female";
  350. vector<int16>* id_list = database.GetAppearanceIDsLikeName("ec/pc" + race_string + "_" + gender_string);
  351. if (id_list)
  352. {
  353. int32 index = MakeRandomInt(0, id_list->size() - 1);
  354. npc->SetModelType(id_list->at(index));
  355. npc->SetSogaModelType(id_list->at(index));
  356. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Model Type: %i", npc->GetModelType());
  357. int16 wing_type = 0;
  358. if (npc->GetRace() == FAE)
  359. {
  360. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  361. if (id_list_wings) {
  362. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  363. safe_delete(id_list_wings);
  364. }
  365. }
  366. else if (npc->GetRace() == ARASAI)
  367. {
  368. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  369. if (id_list_wings) {
  370. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  371. safe_delete(id_list_wings);
  372. }
  373. }
  374. else if (npc->GetRace() == AERAKYN)
  375. {
  376. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  377. if (id_list_wings) {
  378. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  379. safe_delete(id_list_wings);
  380. }
  381. }
  382. if (wing_type > 0)
  383. {
  384. EQ2_Color color1;
  385. EQ2_Color color2;
  386. color1.red = MakeRandomInt(0, 255);
  387. color1.green = MakeRandomInt(0, 255);
  388. color1.blue = MakeRandomInt(0, 255);
  389. color2.red = MakeRandomInt(0, 255);
  390. color2.green = MakeRandomInt(0, 255);
  391. color2.blue = MakeRandomInt(0, 255);
  392. npc->SetWingColor1(color1);
  393. npc->SetWingColor2(color2);
  394. }
  395. npc->SetWingType(wing_type);
  396. safe_delete(id_list);
  397. }
  398. }
  399. }
  400. }
  401. if (flags & RANDOMIZE_FACIAL_HAIR_TYPE) {
  402. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/face");
  403. if (id_list) {
  404. int32 index = MakeRandomInt(0, id_list->size() - 1);
  405. npc->SetFacialHairType(id_list->at(index));
  406. npc->SetSogaFacialHairType(id_list->at(index));
  407. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair: %i", npc->GetFacialHairType());
  408. safe_delete(id_list);
  409. }
  410. }
  411. if (flags & RANDOMIZE_HAIR_TYPE) {
  412. vector<int16>* id_list = database.GetAppearanceIDsLikeName("accessories/hair/hair");
  413. if (id_list) {
  414. int32 index = MakeRandomInt(0, id_list->size() - 1);
  415. npc->SetHairType(id_list->at(index));
  416. npc->SetSogaHairType(id_list->at(index));
  417. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair: %i", npc->GetHairType());
  418. safe_delete(id_list);
  419. }
  420. }
  421. if (flags & RANDOMIZE_WING_TYPE) {
  422. int16 wing_type = 0;
  423. if (npc->GetRace() == FAE) {
  424. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_wing");
  425. if (id_list_wings) {
  426. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  427. safe_delete(id_list_wings);
  428. }
  429. }
  430. else if (npc->GetRace() == ARASAI) {
  431. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/fae_wings/fae_d_wing");
  432. if (id_list_wings) {
  433. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  434. safe_delete(id_list_wings);
  435. }
  436. }
  437. else if (npc->GetRace() == AERAKYN)
  438. {
  439. vector<int16>* id_list_wings = database.GetAppearanceIDsLikeName("ec/pc/aerakyn/aerakyn_male_wings");
  440. if (id_list_wings) {
  441. wing_type = id_list_wings->at(MakeRandomInt(0, id_list_wings->size() - 1));
  442. safe_delete(id_list_wings);
  443. }
  444. }
  445. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Type: %i", wing_type);
  446. npc->SetWingType(wing_type);
  447. }
  448. if (flags & RANDOMIZE_CHEEK_TYPE) {
  449. for(int i=0;i<3;i++) {
  450. random = MakeRandomFloat(-100, 100);
  451. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Cheek[%i]: %i", i, random);
  452. npc->features.cheek_type[i] = random;
  453. }
  454. }
  455. if (flags & RANDOMIZE_CHIN_TYPE) {
  456. for(int i=0;i<3;i++) {
  457. random = MakeRandomFloat(-100, 100);
  458. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Chin[%i]: %i", i, random);
  459. npc->features.chin_type[i] = MakeRandomFloat(-100, 100);
  460. }
  461. }
  462. if (flags & RANDOMIZE_EAR_TYPE) {
  463. for(int i=0;i<3;i++) {
  464. random = MakeRandomFloat(-100, 100);
  465. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Ear[%i]: %i", i, random);
  466. npc->features.ear_type[i] = MakeRandomFloat(-100, 100);
  467. }
  468. }
  469. if (flags & RANDOMIZE_EYE_BROW_TYPE) {
  470. for(int i=0;i<3;i++) {
  471. random = MakeRandomFloat(-100, 100);
  472. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eyebrow[%i]: %i", i, random);
  473. npc->features.eye_brow_type[i] = MakeRandomFloat(-100, 100);
  474. }
  475. }
  476. if (flags & RANDOMIZE_EYE_TYPE) {
  477. for(int i=0;i<3;i++) {
  478. random = MakeRandomFloat(-100, 100);
  479. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye[%i]: %i", i, random);
  480. npc->features.eye_type[i] = MakeRandomFloat(-100, 100);
  481. }
  482. }
  483. if (flags & RANDOMIZE_LIP_TYPE) {
  484. for(int i=0;i<3;i++) {
  485. random = MakeRandomFloat(-100, 100);
  486. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Lip[%i]: %i", i, random);
  487. npc->features.lip_type[i] = MakeRandomFloat(-100, 100);
  488. }
  489. }
  490. if (flags & RANDOMIZE_NOSE_TYPE) {
  491. for(int i=0;i<3;i++) {
  492. random = MakeRandomFloat(-100, 100);
  493. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Nose[%i]: %i", i, random);
  494. npc->features.nose_type[i] = MakeRandomFloat(-100, 100);
  495. }
  496. }
  497. /* Randomize Colors */
  498. random = MakeRandomInt(0, 255);
  499. if(random > 30) {
  500. min_val = random - MakeRandomInt(0, 30);
  501. max_val = random + MakeRandomInt(0, 30);
  502. }
  503. if(max_val > 255)
  504. max_val = 255;
  505. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Color Ranges, random: %i, min: %i, max: %i", random, min_val, max_val);
  506. if (flags & RANDOMIZE_EYE_COLOR) {
  507. npc->features.eye_color.red = MakeRandomInt(min_val, max_val);
  508. npc->features.eye_color.green = MakeRandomInt(min_val, max_val);
  509. npc->features.eye_color.blue = MakeRandomInt(min_val, max_val);
  510. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Eye Color - R: %i, G: %i, B: %i", npc->features.eye_color.red, npc->features.eye_color.green, npc->features.eye_color.blue);
  511. }
  512. if (flags & RANDOMIZE_HAIR_COLOR1) {
  513. npc->features.hair_color1.red = MakeRandomInt(min_val, max_val);
  514. npc->features.hair_color1.green = MakeRandomInt(min_val, max_val);
  515. npc->features.hair_color1.blue = MakeRandomInt(min_val, max_val);
  516. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Color 1 - R: %i, G: %i, B: %i", npc->features.hair_color1.red, npc->features.hair_color1.green, npc->features.hair_color1.blue);
  517. }
  518. if (flags & RANDOMIZE_HAIR_COLOR2) {
  519. npc->features.hair_color2.red = MakeRandomInt(min_val, max_val);
  520. npc->features.hair_color2.green = MakeRandomInt(min_val, max_val);
  521. npc->features.hair_color2.blue = MakeRandomInt(min_val, max_val);
  522. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Color 2 - R: %i, G: %i, B: %i", npc->features.hair_color2.red, npc->features.hair_color2.green, npc->features.hair_color2.blue);
  523. }
  524. if (flags & RANDOMIZE_HAIR_HIGHLIGHT) {
  525. npc->features.hair_highlight_color.red = MakeRandomInt(min_val, max_val);
  526. npc->features.hair_highlight_color.green = MakeRandomInt(min_val, max_val);
  527. npc->features.hair_highlight_color.blue = MakeRandomInt(min_val, max_val);
  528. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Highlight - R: %i, G: %i, B: %i", npc->features.hair_highlight_color.red, npc->features.hair_highlight_color.green, npc->features.hair_highlight_color.blue);
  529. }
  530. if (flags & RANDOMIZE_HAIR_FACE_COLOR) {
  531. EQ2_Color color1;
  532. color1.red = MakeRandomInt(min_val, max_val);
  533. color1.green = MakeRandomInt(min_val, max_val);
  534. color1.blue = MakeRandomInt(min_val, max_val);
  535. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  536. npc->SetFacialHairColor(color1);
  537. }
  538. if (flags & RANDOMIZE_HAIR_FACE_HIGHLIGHT_COLOR) {
  539. EQ2_Color color1;
  540. color1.red = MakeRandomInt(min_val, max_val);
  541. color1.green = MakeRandomInt(min_val, max_val);
  542. color1.blue = MakeRandomInt(min_val, max_val);
  543. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Facial Hair Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  544. npc->SetFacialHairHighlightColor(color1);
  545. }
  546. if (flags & RANDOMIZE_HAIR_TYPE_COLOR) {
  547. EQ2_Color color1;
  548. color1.red = MakeRandomInt(min_val, max_val);
  549. color1.green = MakeRandomInt(min_val, max_val);
  550. color1.blue = MakeRandomInt(min_val, max_val);
  551. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Color - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  552. npc->SetHairColor(color1);
  553. }
  554. if (flags & RANDOMIZE_HAIR_TYPE_HIGHLIGHT_COLOR) {
  555. EQ2_Color color1;
  556. color1.red = MakeRandomInt(min_val, max_val);
  557. color1.green = MakeRandomInt(min_val, max_val);
  558. color1.blue = MakeRandomInt(min_val, max_val);
  559. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Hair Type Highlight - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  560. npc->SetHairHighlightColor(color1);
  561. }
  562. if (flags & RANDOMIZE_SKIN_COLOR) {
  563. npc->features.skin_color.red = MakeRandomInt(min_val, max_val);
  564. npc->features.skin_color.green = MakeRandomInt(min_val, max_val);
  565. npc->features.skin_color.blue = MakeRandomInt(min_val, max_val);
  566. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Skin Color - R: %i, G: %i, B: %i", npc->features.eye_color.red, npc->features.eye_color.green, npc->features.eye_color.blue);
  567. }
  568. if (flags & RANDOMIZE_WING_COLOR1) {
  569. EQ2_Color color1;
  570. color1.red = MakeRandomInt(min_val, max_val);
  571. color1.green = MakeRandomInt(min_val, max_val);
  572. color1.blue = MakeRandomInt(min_val, max_val);
  573. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 1 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  574. npc->SetWingColor1(color1);
  575. }
  576. if (flags & RANDOMIZE_WING_COLOR2) {
  577. EQ2_Color color1;
  578. color1.red = MakeRandomInt(min_val, max_val);
  579. color1.green = MakeRandomInt(min_val, max_val);
  580. color1.blue = MakeRandomInt(min_val, max_val);
  581. LogWrite(NPC__DEBUG, 5, "NPCs", "Randomizing Wing Color 2 - R: %i, G: %i, B: %i", color1.red, color1.green, color1.blue);
  582. npc->SetWingColor2(color1);
  583. }
  584. }
  585. Skill* NPC::GetSkillByName(const char* name, bool check_update){
  586. if(skills && skills->count(name) > 0){
  587. Skill* ret = (*skills)[name];
  588. if(ret && check_update && ret->current_val < ret->max_val && (rand()%100) >= 90)
  589. ret->current_val++;
  590. return ret;
  591. }
  592. return 0;
  593. }
  594. void NPC::SetAttackType(int8 type){
  595. attack_type = type;
  596. }
  597. int8 NPC::GetAttackType(){
  598. return attack_type;
  599. }
  600. void NPC::SetAIStrategy(int8 strategy){
  601. ai_strategy = strategy;
  602. }
  603. int8 NPC::GetAIStrategy(){
  604. return ai_strategy;
  605. }
  606. void NPC::SetPrimarySpellList(int32 id){
  607. primary_spell_list = id;
  608. }
  609. int32 NPC::GetPrimarySpellList(){
  610. return primary_spell_list;
  611. }
  612. void NPC::SetSecondarySpellList(int32 id){
  613. secondary_spell_list = id;
  614. }
  615. int32 NPC::GetSecondarySpellList(){
  616. return secondary_spell_list;
  617. }
  618. void NPC::SetPrimarySkillList(int32 id){
  619. primary_skill_list = id;
  620. }
  621. int32 NPC::GetPrimarySkillList(){
  622. return primary_skill_list;
  623. }
  624. void NPC::SetSecondarySkillList(int32 id){
  625. secondary_skill_list = id;
  626. }
  627. int32 NPC::GetSecondarySkillList(){
  628. return secondary_skill_list;
  629. }
  630. void NPC::SetEquipmentListID(int32 id){
  631. equipment_list_id = id;
  632. }
  633. int32 NPC::GetEquipmentListID(){
  634. return equipment_list_id;
  635. }
  636. Spell* NPC::GetNextSpell(float distance){
  637. int8 val = rand()%100;
  638. if(ai_strategy == AI_STRATEGY_OFFENSIVE){
  639. if(val >= 20)//80% chance to cast offensive spell if Offensive AI
  640. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  641. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  642. }
  643. else if(ai_strategy == AI_STRATEGY_DEFENSIVE){
  644. if(val >= 20)//80% chance to cast defensive spell if Defensive AI
  645. return GetNextSpell(distance, AI_STRATEGY_DEFENSIVE);
  646. return GetNextSpell(distance, AI_STRATEGY_OFFENSIVE);
  647. }
  648. return GetNextSpell(distance, AI_STRATEGY_BALANCED);
  649. }
  650. Spell* NPC::GetNextSpell(float distance, int8 type){
  651. Spell* ret = 0;
  652. if(spells){
  653. if(distance < 0)
  654. distance = 0;
  655. Spell* tmpSpell = 0;
  656. vector<Spell*>::iterator itr;
  657. for(itr = spells->begin(); itr != spells->end(); itr++){
  658. tmpSpell = *itr;
  659. if(!tmpSpell || (type == AI_STRATEGY_OFFENSIVE && tmpSpell->GetSpellData()->friendly_spell > 0))
  660. continue;
  661. if (tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE)
  662. continue;
  663. if(type == AI_STRATEGY_DEFENSIVE && tmpSpell->GetSpellData()->friendly_spell == 0)
  664. continue;
  665. if(distance <= tmpSpell->GetSpellData()->range && distance >= tmpSpell->GetSpellData()->min_range && GetPower() >= tmpSpell->GetPowerRequired(this)){
  666. ret = tmpSpell;
  667. if((rand()%100) >= 70) //30% chance to stop after finding the first match, this will give the appearance of the NPC randomly choosing a spell to cast
  668. break;
  669. }
  670. }
  671. if(!ret && type != AI_STRATEGY_BALANCED)
  672. ret = GetNextSpell(distance, AI_STRATEGY_BALANCED); //wasnt able to find a valid match, so find any spell that the NPC has
  673. }
  674. return ret;
  675. }
  676. Spell* NPC::GetNextBuffSpell() {
  677. Spell* ret = 0;
  678. if (spells && GetZone()->GetSpellProcess()) {
  679. Spell* tmpSpell = 0;
  680. vector<Spell*>::iterator itr;
  681. for (itr = spells->begin(); itr != spells->end(); itr++) {
  682. tmpSpell = *itr;
  683. if (tmpSpell && tmpSpell->GetSpellData() && tmpSpell->GetSpellData()->cast_type == SPELL_CAST_TYPE_TOGGLE) {
  684. SpellEffects* effect = GetSpellEffect(tmpSpell->GetSpellID());
  685. if (effect) {
  686. if (effect->tier < tmpSpell->GetSpellTier()) {
  687. ret = tmpSpell;
  688. break;
  689. }
  690. }
  691. else {
  692. ret = tmpSpell;
  693. break;
  694. }
  695. }
  696. }
  697. }
  698. return ret;
  699. }
  700. void NPC::SetAggroRadius(float radius){
  701. aggro_radius = radius;
  702. }
  703. float NPC::GetAggroRadius(){
  704. return aggro_radius;
  705. }
  706. void NPC::SetCastPercentage(int8 percentage){
  707. cast_percentage = percentage;
  708. }
  709. int8 NPC::GetCastPercentage(){
  710. return cast_percentage;
  711. }
  712. void NPC::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
  713. if (value != 0) {
  714. SkillBonus* sb;
  715. if (skill_bonus_list.count(spell_id) == 0) {
  716. sb = new SkillBonus;
  717. sb->spell_id = spell_id;
  718. skill_bonus_list.Put(spell_id, sb);
  719. }
  720. else
  721. sb = skill_bonus_list.Get(spell_id);
  722. if (sb->skills[skill_id] == 0) {
  723. SkillBonusValue* sbv = new SkillBonusValue;
  724. sbv->skill_id = skill_id;
  725. sbv->value = value;
  726. sb->skills[skill_id] = sbv;
  727. if (skills) {
  728. map<string, Skill*>::iterator itr;
  729. for (itr = skills->begin(); itr != skills->end(); itr++) {
  730. Skill* skill = itr->second;
  731. if (skill->skill_id == sbv->skill_id) {
  732. skill->current_val += (int16)sbv->value;
  733. skill->max_val += (int16)sbv->value;
  734. }
  735. }
  736. }
  737. }
  738. }
  739. }
  740. void NPC::RemoveSkillBonus(int32 spell_id) {
  741. if (skill_bonus_list.count(spell_id) > 0) {
  742. SkillBonus* sb = skill_bonus_list.Get(spell_id);
  743. skill_bonus_list.erase(spell_id);
  744. map<int32, SkillBonusValue*>::iterator itr;
  745. for (itr = sb->skills.begin(); itr != sb->skills.end(); itr++) {
  746. SkillBonusValue* sbv = itr->second;
  747. if (skills) {
  748. map<string, Skill*>::iterator skill_itr;
  749. for (skill_itr = skills->begin(); skill_itr != skills->end(); skill_itr++) {
  750. Skill* skill = skill_itr->second;
  751. if (sbv->skill_id == skill->skill_id) {
  752. skill->current_val -= (int16)sbv->value;
  753. skill->max_val -= (int16)sbv->value;
  754. }
  755. }
  756. }
  757. safe_delete(sbv);
  758. }
  759. safe_delete(sb);
  760. }
  761. }
  762. void NPC::SetBrain(::Brain* brain) {
  763. // Again, had to use the '::' to refer to the Brain class and not the function defined in the NPC class
  764. MBrain.writelock(__FUNCTION__, __LINE__);
  765. // Check to make sure the NPC the brain controls matches this npc
  766. if (brain->GetBody() != this) {
  767. LogWrite(NPC_AI__ERROR, 0, "NPC_AI", "Brain body does not match the npc we tried to assign the brain to.");
  768. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  769. return;
  770. }
  771. // Store the old brain in a temp pointer so we can delete it later
  772. ::Brain* old_brain = m_brain;
  773. // Set the brain for this NPC to the new brain
  774. m_brain = brain;
  775. // Release the lock
  776. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  777. // Delete the old brain
  778. safe_delete(old_brain);
  779. }
  780. Entity* NPC::GetOwner() {
  781. return (Entity*)GetZone()->GetSpawnByID(owner);
  782. }
  783. void NPC::SetZone(ZoneServer* in_zone) {
  784. Spawn::SetZone(in_zone);
  785. if (in_zone){
  786. GetZone()->SetNPCEquipment(this);
  787. SetSkills(GetZone()->GetNPCSkills(primary_skill_list, secondary_skill_list));
  788. SetSpells(GetZone()->GetNPCSpells(primary_spell_list, secondary_spell_list));
  789. }
  790. }